Home » MODDING HQ 1.13 » v1.13 Feature Requests » externalisations
Re: externalisations[message #121117]
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Tue, 16 January 2007 02:27
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yes agreed.
also, the range at which the robot remote works coul dbe externalised so we can turn the robot into more different things
and grenade launcher minimal ranges. That woul dbe useful too.
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Sergeant Major
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Re: externalisations[message #129663]
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Wed, 14 February 2007 13:22
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i'd like Ammo distribution to be externalised if there's a way for this
say i place a solider in the map with a 5.56 assault rifle
Or say it is a random encounter, doesn't matter, i'd like to be able to restrict him from using glaser ammo, as it is useless in the later game. Of course i know other ways to disable the enemy from using glaser, but that would also disable the player from using glaser without crashes, which is definitly not what i want
of course, this also applies to any other ammo type, be it match, tracer, different explosive types,anti-tank etc
should be tied to ammotypes index, maybe even to magazines.xml indexes as you may want to have tracer for LMG's (100shots drum) but not for DMR's, but match grade ammo for snipers/ rifles etc.
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Sergeant Major
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Re: externalisations[message #129688]
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Wed, 14 February 2007 17:57
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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well, the player should be allowed to load whatever he gets hold of and whatever he likes, but the enemy shouldn't be able to chose from everything (in partiucliar, if these mags are only placeholders to avoid crashes)
so, if the player buys 100 shots drum glaser ammo and loads it, it's okay
but if the enemy comes in late game using a sniper rifle with glaser ammo against my EOD armor wearing heavy ops guy, then something has gone wrong
i could easily disable or remove all glaser mags myself, but i don't want to restrict it for the player, i want to prevent the AI from using an ammo type that's not suitable for their purpose
so, besides weapons and items, there would ideally be a magazinechoices.xml, maybe even related to the game progress such as enemy gun and (indirecly) item chocies are, so that i can make sure there's no late game glaser-d sniper or somesuch
of course, this is not the only purpose for such an xml. Editing such an xml would also allow to drastically restrict ammo types for the enemy for mods that find it fun to have the player organise rare or special (silent? XAP? Match grade ammo? not every banana country ak-47 weilding grunt has some of those) ammo through quest, traders, or because their setting (ww2 for example) doesn't allow of too many modern cartridge types
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Sergeant Major
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Re: externalisations[message #129689]
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Wed, 14 February 2007 17:59
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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it would also help people that don't like the tracer animation or have a differnet armor balancing
[Updated on: Wed, 14 February 2007 17:59] by Moderator Report message to a moderator
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Sergeant Major
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Re: externalisations[message #129693]
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Wed, 14 February 2007 18:09
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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that's why i'm posting this into "externalisations" thread, because i'm fully aware that there's currently no way to control this
if it were doable through xml's, i wouldn't ask for it
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Sergeant Major
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Re: externalisations[message #132015]
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Thu, 08 March 2007 12:44
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Jeronimo |
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Messages:7
Registered:August 2006 |
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I don't know if this has been suggested before, but I'd like if there was an option to completely mute everyone on the squad and make those repeated lines finaly go away. Mute (the button) does not seem to work and I'm just sick and tired of hearing those same speaches over and over and over again. Every time I meet enemies or whatever, someone has to say something. They pause the game too. It's annoying.
And another thing - I'd like if the butons under the minimap, those who make you filter the info on the map, would not go off on their own. When I'm on my militia info map I'd like to stay on it and not go on the squad info when anything happens.
Edit: Add a range modifier option.
[Updated on: Tue, 27 March 2007 19:40] by Moderator Report message to a moderator
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Private
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Re: externalisations[message #153925]
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Tue, 21 August 2007 15:33
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Uriens |
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Messages:346
Registered:July 2006 |
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For this one I was really wondering where to put it, but this seems to be the best place for it.
First, let me mention that there appears to be a 'maximum corpses on map' value which, when the limit is reached, causes all following corpses to simply disappear. This means that, when you kill someone and the limit is reached, he simply disappears. Only gear and some blood are left. This is most notable if you play with large garrisons and during Drassen counterattack.
I assume this was intentional by SirTech to avoid a slowdowns on slow computers, so I really wouldn't call it a bug. Since PC's have increased in power a lot since then it would be nice if the limit could be lifted. Actually, some people still have a bit dated PC's and some have high end PC's so that's the reason why I'm posting this here. It would be great if that value could be externalized to ini so everyone can set it to the value they like. ATM, the value seems to be around 100, so when you kill more then 100 enemies in sector, bodies start to disappear.
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Master Sergeant
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Re: externalisations[message #215276]
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Tue, 05 May 2009 00:03
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Sandro |
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Messages:420
Registered:November 2008 Location: Mars |
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Headrock:
Great, that would be perfect, I personally use your HAM (3.1 now), it's really good and should be added to the SVN. At anything I see from you here you just rock, Headrock!
About the optional strength of different militia types - it's not so essential. But it's strange, that as I remember in vanilla the veterans were very cool, often take out a LAW and blow a whole group of enemies up. Since 1.13, it appears to me, that they have much lower equipment. Would there be a possibility to adjust milita item choices in the future?
SpaceViking:
I forget to mention.. on autoresolve.
As I always play on insane, although highly rebalanced for my liking, Almost everytime there comes a group with 75-100% elites. As the most enjoyable part of the game are the tactical battles, I don't want to spend so much time by saving and reloading the game on every autoresolving city defending. I can change max militia to 40, max squad size to 20, to make those battles easier, but then when I play such a battle for myself it's really a mess with so many guys around.
And you rock too SpaceViking.
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Re: externalisations[message #219740]
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Sun, 07 June 2009 15:44
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Sandro |
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Messages:420
Registered:November 2008 Location: Mars |
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Interested in exterinized milita strength?
I have externilized overall militia combat ability in autoresolve and in tactical battles.
I have 4 ini settings for this:
GREEN_MILITIA_STRENGTH_BONUS_PERCENT = from -100 to +500 (percents)
REGULAR_MILITIA_STRENGTH_BONUS_PERCENT = from -100 to +500 (percents)
VETERAN_MILITIA_STRENGTH_BONUS_PERCENT = from -100 to +500 (percents)
and
SLOW_PROGRESS_FOR_MILITIA_ITEMS_CHOICE = TRUE/FALSE
The SLOW_PROGRESS_FOR_MILITIA_ITEMS_CHOICE option is used when the game is equipping militia. Because they take the same gear as enemy, they suffer from SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE as well. So I have split it, the enemy and milita now are handled slightly differently. This option is the same as SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE, but is applied on milita separately. I also tweaked the militia gar choices, so they don't get useless things like LBE or kits.
The three settings for militia strength affects this:
* Increases their attack and defense rating (decreases the attack and defense rating against them)
in autoresolve.
* Increases their chance to hit in tactical combat (full bonus)
* Increses their APs in tactical combat (1/4 of bonus)
* Decreses the damage they recieve in tactical combat (half bonus)
* Increases their equipment quality in tactical combat (2/3 of bonus)
By "bonus" I mean the number you have set in those three settings. So if you put there 100% for veteran militia, their CtH will be doubled, they will have + 25% APs, they will have 50% damage resistance and their equipment will be much better.
Because we are not likely to improve their tactical AI an soon, this option can make them demigods on battlefield when set very high. This option has one main goal - to allow you to set max team size to high values while not need to set max militia per sector to high value as well. You can have enemy teams of max 50 soldiers and still have only 20-30 militia per sector. With 50 militia you would be annoyed to when rearranging militia in cities on strategic map, not to mention the interface is not made for such numbers right now.
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Re: externalisations[message #275590]
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Sat, 12 March 2011 04:51
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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If this thread is solved or rendered invalid (because of people discussing everything on BugZilla), please unsticky it.
In case this thread is still active, which I doubt, I request putting all requests in the first post and keeping it up to date. This thread is several years old.
In order to save you some work, I have read through the thread and I've written down all the requests that have been made so far. I don't know much about the game internals so I can't say for myself what has and hasn't been solved yet. The points which I believe to be solved have been crossed out.
I'm asking you to
1) Tell me what else has been solved or rendered invalid. Keep the thread clean and write me a PM.
2) Update the first post (moderators / the Scorpion required).
List of all stuff I could filter out...
Redid the whole thing. Sorted by category. Then added the initial poster if I didn't know what was meant so you could look for the name. No priorities. Externalizations and feature requests alike. Removed those I considered pointless.
Global
- Game: Starting sector. -- Done.
- Game: Time of arrival. -- Done.
- Game: Time of both nightfall and daybreak externalized (for winter mods for example). (Manami)
- Text: "XYZ's turn" in the progress bar. -- Done. Thanks Hawkeye.
- E-Mails: Headers. -- Done.
- E-Mails: Contents. -- Done.
- E-Mails: Triggers.
- Quests: All quests externalized to Quests.xml.
- Performance: Limit to the number of corpses on map externalized.
- Progress: Define player progress during the game (taking townX bumps game to progression level Y). (Headrock)
- Triggers: Adding a time trigger in addition to the available progress trigger! (bonechucker)
- Graphics: Bullet graphics and projectile behaviours externalized. (Mauser)
- Request: Strategy Map: Option to make the map filters not switch automatically on event (e.g. trained militia).
- Request: Sound: Option to completely mute mercs' repeated lines. (Jeronimo) -- Half of it done. Door kicking failure is still annoying.
- Options: Externalization of options in the options screen. (LootFragg) -- Thread.
Maps
- SAM Sites: Define sectors each SAM site protects (enable adding new SAMs or disabling them).
- Mines: How much money each mine creates.
- Mines: Ability to place mines anywhere on the map, with or without sublevels.
- Maps: Triggers for alternate sectors to switch between during the game (e.g. rebuilding a town). (Khor1255)
- Maps: Define where Bloodcats can ambush. (bonechucker)
Items
- Number of attachment slots per item. -- I consider this done with NAS.
- Range of robot remote control externalized.
- Weapon category (weapon type) names externalized (for changing them or adding more).
- Request: Minimum range for grenade launchers. (the Scorpion)
- Effects of regeneration and energy boosts. (Player-X)
- Item cost: Global multiplier for item price. (Freelancer)
- Effects of drugs (alcohol) on mercs externalized (which stats, how much, how long).
- Items.xml: AP cost to shifting targets "in front" of a merc (default = 1). (wil473)
Combat system / Tactical
- Combat: Complete CTH system revamp. -- Done.
- Combat: Aim levels. -- Done.
- Combat: Scope modifiers. -- Done I suppose. CTHconstants?
- Combat: CTH modifier for specific body parts. -- Done.
- Combat: Global gun range multiplier. -- Done.
- Combat: Global explosion radius multiplier.
- Combat: Global throwing range multiplier.
- Compat: Global AP multiplier for guns.
- AP costs for non-weapon actions. -- Done. APBPConstants.ini.
- Visual range: Day vs Night divisor (default 2) externalized. (Ar1z)
- Visual range: "Decrease per rain intensity" as separate day and night values. (taxacaria)
Mercs
- Prof.dat externalization. -- Done.
- Mercs: Prof.dat with type (aim / merc / npc) and factions. -- Done.
- Stats: Speed of stat improvement. -- Done.
- Slay's contract: Number of days externalized. -- Slay_forever, but no externalization of duration.
- Mercs: Have a setting making a merc refuse to give up his equipment like Nails does with his jacket. (bonechucker)
Enemy
- Enemy bonuses for all levels. -- Done.
- Enemy item choice: Items used at night or day only. -- Done.
- Enemy item choice: Based on enemy type (3 files for Admin, Troop, Elite). (Khor1255, Lesh)
- Enemy item choice: Restrict certain ammo (like Glaser) for enemy. (the Scorpion) -- Starwalker mentioned it would be tough.
- Enemy: Army composition types (percentage of elites). -- Done?
- Body types and color palette entries (ja2 pal.dat) soldiers can have according to their type. (the Scorpion) -- Guess that's done, too, right?
- Enemy item choice: Condition of guns (and/or items), maybe minimum and maximum status and distribution weight. (LootFragg) -- Post below.
Militia
- Militia strengths defending towns. -- Done.
- Militia strengths per type. -- Done.
- Militia: Places where militia can/can't be trained. -- Done.
- Militia: Item choices. (Sandro)
- Militia training: Loyalty gain per trained squad externalized. (Nevarn)
- Militia: Influence of militia when determining loyalty gain / loss (in case of death for example). (Drake)
NPCs
- Merchants: Money on hand. -- Done by SpaceViking.
- Merchants: Price modifier for shopkeepers. (Madd Mugsy)
- Bobby Ray's: Availability dependencies externalized (with possibility to completely disable it).
- Bobby Ray's: Possible destination and drop-off locations.
--------------------- Too lazy to sort the rest. -----------------------
the_Scorpion:
- "weird NPC placement routines" (?)
- Maps: Patrol routes. -- Kaiden says that's no problem.
- Maps: Sectors with initial garrisons -- Kaiden and Hellmann say it's possible / been done for NO.
-- number of soldiers per type and difficulty level
-- chance of garrison leaving sector (reinforcing neighbor sectors)
- Maps: New sublevel sectors.
- Items: Drop rates for item classes and specific items (or a tag in Items.xml). -- RoWa21 was on it.
- Decals: Blood stains: When does which STI appear where? Make it editable!
- Decals: Blood stains on wall if close to victim.
- Decals: Bullet impact decals.
Rest
- Request: A variable and switchable alliance (friend, foe, neutral) feature. (Khor1255)
- Item choice schedule against the game progress. (Freelancer)
- Item quantity in daily random generations. (Freelancer)
- Deactivating mails, cutscenes, websites / activation by any trigger. (bonechucker)
- Built-in counter of number of reg/energy booster uses per merc. (bonechucker) -- Guess that'll make savegames much bigger.
- Throwing APs and range of grenades externalized. (bipboy)
- Parameters for weapons jamming besides bReliabilty. (bipboy)
I mostly don't even know what is meant, but I'm not a connaisseur.
Loot
[Updated on: Sun, 13 March 2011 22:43] by Moderator Report message to a moderator
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Re: externalisations[message #275684]
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Sun, 13 March 2011 20:46
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Flooding the forums it seems. Sorry folks.
Externalization Request
Enemy gun conditions as defined in "Inventory Choosing.cpp".
Details
Contents of Inventory Choosing.cpp switch( pp->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
case SOLDIER_CLASS_ARMY:
case SOLDIER_CLASS_GREEN_MILITIA:
case SOLDIER_CLASS_REG_MILITIA:
//Admins/Troops: 60-75% + 1% every 4% progress
bStatus = (INT8)(60 + Random( 16 ));
bStatus += (INT8)(HighestPlayerProgressPercentage() / 4);
bStatus = (INT8)min( 100, bStatus );
break;
case SOLDIER_CLASS_ELITE:
case SOLDIER_CLASS_ELITE_MILITIA:
//85-90% + 1% every 10% progress
bStatus = (INT8)(85 + Random( 6 ));
bStatus += (INT8)(HighestPlayerProgressPercentage() / 10);
bStatus = (INT8)min( 100, bStatus );
break;
default:
bStatus = (INT8)(50 + Random( 51 ) );
break;
}
// don't allow it to be lower than marksmanship, we don't want it to affect their chances of hitting
bStatus = (INT8)max( pp->bMarksmanship, bStatus ); Thanks to JMich.
Background
Essentially this thread and an IRC conversation. There was a debate about soldiers having crappy items, too crappy to use actually. That isn't relevant here though.
Gain
Modders could define gear for item classes further by directly stating which enemy / militia type gets what exact inventory condition. Since a gun's status has a direct impact on accuracy, this is an important gameplay related aspect.
Also, lowering the values to make enemy drops less desirable or increasing them to avoid having to buy weapons from firearms dealers is another good modding aspect.
Technical issues
All the technical stuffJudging from the structure of the code snippet we've got 2 x 3 independent classes (militia and army) which we can control in detail, plus one default setting. Assuming we'll leave out the default one and create variable controlled code for each of the 6 classes with a pair of values for basic random determination (base + range or min to max), plus a progress divisor, we'd end up with 18 variables to externalize. Say we'd make the progress divisor always try to close the gap to 100% at maximum progress, we'd only have 12 variables to externalize. More would be far better for creating a non-linear spread, but 12 would do for a start. Maybe an additional flag if we want to include the MRK minimum.
This would then look a bit like this:
bStatus = (INT8)( BASE_VALUE + Random( RANGE_VALUE + 1 ));
bStatus += (INT8)( HighestPlayerProgressPercentage() * (100 - (BASE_VALUE + RANGE_VALUE)) / 100); or
bStatus = (INT8)( MIN_VALUE + Random( MAX_VALUE - MIN_VALUE + 1 ));
bStatus += (INT8)(HighestPlayerProgressPercentage() * (100 - MAX_VALUE) / 100 );
For each of the 6 classes to create a simple linear scheme which is controllable by changing some values in some file somewhere in some folder.
An INI entry would then look a bit like this:
// Blahblah gets increased by progress. Explanation yadda.
INV_CONDITION_ENEMY_ADMIN_BASE = 60 // Default values.
INV_CONDITION_ENEMY_ADMIN_RNGE = 15
INV_CONDITION_ENEMY_TROOP_BASE = 60
INV_CONDITION_ENEMY_TROOP_RNGE = 15
INV_CONDITION_ENEMY_ELITE_BASE = 85
INV_CONDITION_ENEMY_ELITE_RNGE = 5
INV_CONDITION_MILIT_GREEN_BASE = 60
INV_CONDITION_MILIT_GREEN_RNGE = 15
INV_CONDITION_MILIT_RGULR_BASE = 60
INV_CONDITION_MILIT_RGULR_RNGE = 15
INV_CONDITION_MILIT_ELITE_BASE = 85
INV_CONDITION_MILIT_ELITE_RNGE = 5
INV_CONDITION_MARKSMANSHIP_MIN = TRUE Any additional finetuning of values by defining spread would require at least one more variable per class. Spread means how evenly the space from min to max is used. Perfect spread from 40 to 80 means an enemy is as likely to have a 40% gun as an 80% gun and everything in between. Tighter spread (achieved by an exponential formula) would mean most enemies would carry +-60% guns with only few actually reaching the boundaries. But that's not until at least these 13 values are externalized.
Loot
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Re: externalisations[message #281838]
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Wed, 01 June 2011 20:42
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Could someone point me in the direction of where to find a document stating characters in the game and their nationality.
I understand that they are present in the binary data, but I do not feel like typing out every single character with his/her/its nationality.
Thanks.
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